Getting 'punchy' sounds in Zebra

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I'm not sure if this kind of question is right for this forum, as in a way it's a general synth programming question, but I'm only using Zebra2 at the moment, so here goes:

What would be the classic ways of getting a punchy sound in Zebra, either for a bass or a kind of pluck? Aside from, obviously, having the fastest attack possible in the amp envelope, I tend to go down the route either of modulating the oscillator volume by an MSEG with a fast attack, or of programming a separate filter envelope with a quick decay.

Are there other ways of achieving the same kind of result (or a better, even punchier one)? I'm sure there must be.

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Modulate the pitch of a pluck with an envelope. Increase the decay a tiny amount and the envelope amount on the oscillators pitch by a small amount too.

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+ note, that "punchy" is opposite of "snappy"
the attack shape will help you choose one over the other.

Instead of volume, try modulating other stuff too... like the VCF drive for example.

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Thanks for the tips - 3ee, am probably being slow here, but how would the attack shape differ between punchy and snappy, in terms of how concave the attack is/the v-shape parameter? Or just in terms of the attack time?

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^v-slope, yes. just remember to fine-tune that together with the decay parameter.

When I mentioned the word "attack shape" earlier, I meant the attack of the sound (tuned by the decay parameter).. I didn't noticed it could be easily misunderstood, sorry. :D

So bring the v-slope parameter to the left for a more snappy feel and to the right for a more punchy one.

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Brilliant- that's really clear, I definitely learned something today.

I clicked on your sig too and had a look at the soundsets you've done - it's great stuff!

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3ee wrote: Instead of volume, try modulating other stuff too... like the VCF drive for example.
That's interesting, thanks 3ee! I'll try..

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turtle2525 wrote:Brilliant- that's really clear, I definitely learned something today.

I clicked on your sig too and had a look at the soundsets you've done - it's great stuff!
Cool, thanks! :)

Here's my init patch.
https://www.box.com/s/xfoi7n0amms8iycprbd8

punchy/snappy attack built-in using the VCF4 drive beside modeled osc waves (OSC4 is a full pulse wave table) and other small stuff.

if you like to use the patch when building your own patches just remember to "tune" the VCF4 cutoff same number of units as the osc tune feeding into it.

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BTW my idea of "snappy" includes setting non-zero Attack time and s-curve (or similar) initial Decay.

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Nice trick is to use Allpass filter to delay bass frequencies more than treble. Cool for bass (it is getting some character of kick sounds).

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3ee wrote:+ note, that "punchy" is opposite of "snappy"
Surely the opposite of snappy would be slow or smooth?

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Howard wrote:BTW my idea of "snappy" includes setting non-zero Attack time and s-curve (or similar) initial Decay.
How to make s-curve decay in Zebra? Is it possible in MSEG only, or am I missing something?
If not, s-curve option in Z3 envelopes would be cool.

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hakey wrote:
3ee wrote:+ note, that "punchy" is opposite of "snappy"
Surely the opposite of snappy would be slow or smooth?
fast attack times would be the opposite of slow or smooth.
punchy vs snappy is just the character relation I was pointing out in terms of decay shape. (log vs expo)

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3ee wrote:
hakey wrote:
3ee wrote:+ note, that "punchy" is opposite of "snappy"
Surely the opposite of snappy would be slow or smooth?
fast attack times would be the opposite of slow or smooth.
punchy vs snappy is just the character relation I was pointing out in terms of decay shape. (log vs expo)
Yeah, I don't think there's a universally accepted definition for the terms punchy and snappy when used to describe the behaviour of synthesized sounds.

Snappy can mean a fast attack, the opposite of smooth/gradual, a sound similar to a physical object snapping... etc :wink:

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Howard wrote:BTW my idea of "snappy" includes setting non-zero Attack time and s-curve (or similar) initial Decay.
I've noticed the same thing. It's pretty counterintuitive that longer attack times can punch more than an instant or near-instant setting, but I suppose the fact that it's "there" and travelling a distance, as opposed to being skipped over straight to the Decay stage, draws attention to just how fast it is. Something travelling infinitely fast just isn't noticed at all :)
http://sendy.bandcamp.com/releases < My new album at Bandcamp! Now pay what you like!

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